You start knowing how many pairs of evil players there are.
Each night, choose an alive player: either you or they are drunk until dusk. You can't die.
Each night, choose 2 alive players (not yourself): you learn how many woke tonight due to their ability.
Each night, choose a player (not yourself or Travellers): you learn 1 good & 1 evil character, 1 of which is correct.
Each night, you become the alignment of an alive neighbour. If all good players choose to join your cult, your team wins.
Each night*, choose a player (not yourself): they are safe from the Demon tonight.
Each night*, choose a player (different to last night): the Demon, if chosen, learns who you are then doesn't wake tonight.
Each day, you may visit the Storyteller to learn 2 things in private: 1 is true & 1 is false.
Once per game, at night, choose 2 players (not yourself): you learn if they are the same alignment.
The first time you die, you don't.
If the Demon kills you, you learn that it is 1 of 2 players.
The Demon thinks you are a Minion. Minions think you are a Demon.
You have the ability of the recently killed executee. If they are evil, you are poisoned until a good player dies by execution.
You might die at any time.
When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.
You do not know you are the Drunk. You think you are a Townsfolk character, but you are not.
You think you are a Demon, but you are not. The Demon knows who you are & who you choose at night.
You start knowing a secret word. The 1st good player to say this word becomes evil that night.
Each night, choose a living player (different to last night): if executed tomorrow, they don't die.
There are two extra Outsiders in play. [+2 Outsiders]
If you are executed, all but 3 players die. 1 minute later, the player with the most players pointing at them, dies.
Each night*, choose a player: they die. You start by choosing an alive player: they are poisoned - you die if (& only if) they die.
Each night*, choose a player: they die. Minions you kill keep their ability & poison 1 Townsfolk neighbour. (-1 Outsider)
Each night*, choose a player: they die. Townsfolk abilities yield false info. Each day, if no-one is executed, evil wins.
Each night*, if no-one died today, choose a player: they die. The 1st time you die, you live but register as dead.
Story Teller Notes
Blood on the Clocktower is a trademark of Steven Medway and The Pandemonium Institute.
This project and its website are provided free of charge and not affiliated with The Pandemonium Institute in any way.
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